Acidwire, a vicious hollowed soul
A rare few warriors learn how to channel the power of their inner demon outward and to their advantage, these warriors are known as masked demons or silent demons. Hollowed souls are warriors who either cannot control the demon that rages within them, or choose not to. Many masked or silent demons start as hollowed souls, but somehow learn the process to overcome their already powerful evil soul, but the more powerful the demon inside you is, the harder it is to suppress it.
Chaotic evil or neutral evil
Intimidate 8 ranks, Knowledge (religion) 4 ranks, Martial Lore 4 ranks
Chosen of Evil, Evil's Blessing*
Ability to use 3rd level maneuvers, including at least one strike and one stance.
Must have either fought against a hollowed one, or have died and been raised or resurrected. In the process of either, you must have had your soul tainted and become closer to being a hollowed one yourself.
*These feats can be found in Elder Evils.
Balance, Climb, Concentration, Craft, Hide, Intimidate, Jump, Knowledge (religion), Knowledge (the planes), Martial Lore, Move Silently, Swim, Tumble
Skill-points per level:
|1st||+1||+2||+2||+0||Hollow mask, inner demon|
|3rd||+3||+3||+3||+1||Hollow ability |
|6th||+6||+5||+5||+2||Hollow ability, soul consumption|
Weapon and Armor proficiencies:
|Level||Man. Known||Man. Readied||Stances Known|
You gain proficiency with all your newly acquired natural weapons, but not with any additional armor or shields.
At 1st, 3rd, 5th, 7th and 9th levels, a hollowed soul gains new maneuvers known from the Dread Crown
, Stone Dragon, Shadow Hand or Tiger Claw disciplines. You must meet a maneuver's prerequisite to learn it. You add your full hollowed soul levels to your initiator level to determine your total initiator level and your highest-level maneuvers known.
At 2nd, 6th and 10th levels, you gain additional maneuvers readied per day.
At 4th and 8th levels, you learn a new martial stance from the Dread Crown
, Stone Dragon, Shadow Hand or Tiger Claw disciplines. You must meet the stances prerequisites to learn it.
Hollow Mask (Ex):
At first level, you begin to grow a mask on your face, a terrible reflection of all your negative urges. As you progress, the mask becomes more full, covering all of your face at first, but soon warping parts of your body. You no longer fly into your demonic rage whenever you receive damage nor do you ever feel the urge to target your allies(if you don't want to in the first place, that is) and instead may rage whenever you please(though still only once an encounter). Secondly, you rage as a barbarian of your HD, instead of half of it. Additionally, whenever you rage, you get a bonus to your Str score that stacks with the rage granted by your Inner Demon feat(see below) equal to a number based on your level(1-4 +2, 5-7 +4, 8-10 +6), but the bonus to strength only occurs when you are raging.
Additionally, you gain both the Evil and Hollow subtypes(see below). And lastly, you gain two claw attacks, and a bite attack, all dealing damage as normal for your size.
Sidenote: Hollow Subtype
Hollow Traits: A Hollow possesses the following traits unless (unless otherwise noted in the creature’s entry)
-Darkvision out to 60 feet and low-light vision
-Scent ability (this ability also allows Hollows to differentiate the level of spirit energy a soul has. Beings with higher spirit energy attract more hollows)
-Telepathy 100 feet. Hollows can communicate telepathically with any creature within 100 feet of it that share a known language.
The hollowed creatures that consumed you and spat you back out tainted your soul to a point almost beyond redemption. At first level, you gain inner demon as a bonus feat.
Hollow Abilities (Ex, Sp and Su):
As you progress down the path of darkness, you gain unnatural abilities that aid you in combat and make you far more demonic. At each level except 1st, 4th, 7th and 10th, you gain one of the abilities from the list below. Certain abilities have prerequisites of other abilities or a certain number of levels in this class.
You gain the ability to channel some of your unholy power into a focused blast of energy. This ability is usable once per encounter as a standard action as a ranged touch attack and deals damage equal to your initiator level times 1d6(max 15d6) and deals unholy damage. The bolt of energy is usually black or red and crackles the air around it. You can only get this ability at 3rd level or higher and it can be taken multiple times, each additional time you get this ability you can use it another time per encounter.
Your weapons move with such deftness and speed that they increase the damage dealt by them. You gain the benefits of the Weapon Finesse feat when using your natural weapons and apply your Dex modifier to all damage rolls dealt with natural weapons.
Your body is wreathed in either burning flame, deathly frost, volatile acid or crackling electricity. Your natural weapons now do an additional amount of fire, cold, acid or electricity damage equal to 1d6*(your initiator level divided by 3) (rounded down). You must have the energy resistance hollow ability with the corresponding element and at least 5th to acquire this ability.
You gain a certain amount of power over magical secrets, which are easily channelable through your very body. Select a spell of a level equal to half your initiator level, rounded down or less. You can now use this spell as a spell-like ability a number of times per day as indicated below. This spell cannot have the Good or Lawful descriptors. The caster level of these spells are equal to the hollowed one's initiator level and the save DC's are Cha based. This ability can be taken multiple times, selecting a different spell each time.
*The exception of spells of this level is the greater teleport spell(7th level), which is usable at will, but you may only carry yourself and your equipment.
|Spell Level||Uses/day |
You are wrapped in a coat of magical armor which helps deflect blows. You are considered to be under a constant mage armor effect with a caster level equal to your initiator level. You must have the Toughened Skin hollow ability and at least 5th level to take this hollow ability.
You gain the ability to ignore the damage dealt by certain elements. You gain resistance to two elements of your choise equal to your initiator level. This ability can be taken multiple times, and each new time taken gives you equal resistance to another type of energy damage.
Your body sprouts two extra arms just below or behind the current two. These arms possess any claw attacks you had from any source, and if you have a slam attack you gain an additional one of equal damage. This ability can be taken multiple times, each time giving you another pair of arms.
You gain the quickly healing flesh of a demon. This ability grants fast healing 1, and your skin darkens very slightly, becoming closer to dark red. You can only get this ability at 3rd level or higher and it can be taken multiple times.
Your animalistic features allows you to become more adept at grabbing a hold of victims. If you strike an opponant of one size category smaller than you or smaller with a bite, claw or tentacle attack, you may initiate a grapple as a free action without provoking attacks of opportunity.
Your body is much larger as a hollowed one than it is as a normal humanoid. Your size category increases one step, gaining all the benefits and penalties of the new size. This ability can be taken multiple times, each time increasing another size category(to a maximum of colossal).
You focus your abyssal power into strengthening your muscles in one of three ways, power, durability or agility. You gain a +2 profane bonus to your Str, Dex or Con, chosen when you get this ability. This ability can be taken multiple times, applying to the same or a different stat each time, your choice.
You are capable of leaping upon your foes and ripping them to shreds. If you make a charge against an opponent, you may make a full attack against the foe instead of only one.
Your limbs are thick with muscle and are more powerful than normal limbs. Your natural weapons are treated as if they were two-handed weapons for purposes of applying modifiers to damage with Power Attack and from it's Str bonus.
Your flesh becomes more adept at healing itself. This ability replaces your fast healing with an equal amount of regeneration. This regeneration can be overcome with good aligned weapons or spells with the good descriptor. This ability does not grant the ability to regrow lost limbs but holding severed limbs to the stump automatically reattaches it. You must have 9th level to take this ability and have the Fast Healing hollow ability.
Your skin isn't only armor-like, but it is capable of ignoring blows to a certain degree. You gain damage reduction 10/good, if you already have this damage reduction it instead increases by 5. This ability can be taken multiple times, the effects stack.
Speed of the Wind(Ex):
Your body increases in speed a great amount. Your base land and flight speeds triple, you gain the benefits of the Improved Evasion class feature and select a single mental ability score. You now add a dodge bonus to your Armor Class equal to 3+that score's modifier. If you already have a class feature from another class that grants a mental ability score to AC, you cannot choose that ability score(monks, swordsage and swashbuckler as examples). You must have at least 9th level to take this hollow ability.
Your skin thickens and becomes more armor-like. You gain a +4 natural armor bonus as your skin becomes slightly more scaley and leathery. This ability can be taken multiple times, increasing your existing natural armor by 1 for each additional gain of this ability.
Your body exudes a deadly poison, which can render a foe weakened, slow or even dead. Select one of your natural weapons, this natural weapon now has a natural injury poison that works against damaged foes. Select one physical ability score, your poison deals 1d6 damage to that ability as primary and secondary damage to the damaged opponent. The Fort save DC against this poison is 10+half your initiator level+Con modifier.
At 4th level, and again at 7th, you gain a bonus fighter or Vile descriptor feat. You must meet the feat's prerequisites to take it.
Soul Consumption (Su):
At 6th level, you gain the unique ability to drain off souls from the living and the dead. Whenever you make a bite attack against an opponent with as many HD as you or less, they must make a Will save (DC 10+Hollowed Soul level+Cha modifier) or take 1d2 negative levels. Each negative level bestowed on them grants you 5 temporary hp and a +1 profane bonus to saving throws which last until the end of the encounter.
Additionally, if a creature with a soul within 30 feet of you dies for any reason, you gain a number of bonus temporary hit-points equal to their HD+Cha modifier. If a creature dies in this manner or by negative levels done by your bite attack(or damage done by your bite attack) they cannot be brought back from the dead with anything short of a true resurrection or greater magic.
This is a necromantic death effect.
Hollowed Descent (Ex):
At 10th level, your transformation is at it's maximum and you are truly hollowed in soul. You gain the Hollowed One
template for free, without the cost of the level adjustment, the features of the template and the class overlapping, with the exception of the hollow abilities. Additionally, the negative levels dealt by your bite attack go from 1d2 to 1d2+1.
In two cases, the hollowed soul is capable of becoming something higher than it currently is, it can either shatter it's mask and become an Unmasked fiend, or it can go through a magical process that can instead make itself into a Masked Demon. In the case of the Unmasked fiend
, once they take their first level in the class, they lose their ability to rage(by virtue of their Inner Demon feat) unless they are in a state of fiendish release or unbound shape. They are still capable of raging from other sources, such as the barbarian class.
In the case of the Masked demon
, if a hollowed soul comes into contact with the Houkyoku, a powerful artifact capable of breaking down the wall between hollowed ones and spirit lords, he can begin to trade off Hollowed soul levels for an equal amount of Masked Demon levels. Only masked demons of an evil alignment are capable of retaining levels in both classes at once, and the bonus to Str from the Hollow Mask and Controlled Demon stance do not stack.
You must still meet the each classes prerequisites to enter it.